Re: [osg-users] [build] "INSTALL.vcxproj" -- FAILED

2017-12-18 Thread Robert Osfield
HI Eran,

Could you post the full modified file or create a PR via github's
openscenegraph repository.

Thanks,
Robert.

On 18 December 2017 at 17:37, Eran Cohen  wrote:
> For anyone interested, the build failed because of the place that the Cmake 
> install script looked for the .pdb files of the examples. Cmake looked for 
> them in build/examples/example_name, but all the examples built them to 
> build/bin.
> I manually changed the build location for the .pdb file for all of the 
> examples projects to the macro:
> Code:
> $(ProjectDir)$(AssemblyName)d.pdb
>
>   and it fixed the problem.
>
> Cheers,
> Eran[/quote]
>
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>
>
>
>
>
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[osg-users] Normal Mapping using Dynamic Cubemap

2017-12-18 Thread Rômulo Cerqueira
Hi,

is it possible to generate dynamic cubemaps (with normal mapping textures)?

... 

Thank you!

Cheers,
Rômulo

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Re: [osg-users] dynamic cube map

2017-12-18 Thread Rômulo Cerqueira
Hi Nick,

I still need help to get the normal/depth data from reflected objects. Could 
you have a look in my current code?

C++ code:

Code:

// OSG includes
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

// C++ includes
#include 

#define SHADER_PATH_FRAG "normal_depth_map/shaders/normalDepthMap.frag"
#define SHADER_PATH_VERT "normal_depth_map/shaders/normalDepthMap.vert"

#define BOOST_TEST_MODULE "DynamicCubeMap_test"

using namespace osg;

unsigned int numTextures = 6;

enum TextureUnitTypes {
TEXTURE_UNIT_DIFFUSE,
TEXTURE_UNIT_NORMAL,
TEXTURE_UNIT_CUBEMAP
};

osg::ref_ptr _create_scene() {
osg::ref_ptr scene = new osg::Group;

osg::ref_ptr geode = new osg::Geode;
scene->addChild(geode.get());

const float radius = 0.8f;
const float height = 1.0f;
osg::ref_ptr shape;

// sphere
shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 0.0f, 
0.0f), radius));
shape->setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f));
geode->addDrawable(shape.get());

// box
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 0.0f, 0.0f), 2 
* radius));
shape->setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f));
geode->addDrawable(shape.get());

// cone
shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 0.0f, 
-3.0f), radius, height));
shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
geode->addDrawable(shape.get());

// cylinder
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 3.0f), 2* 
radius));
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f));
geode->addDrawable(shape.get());

return scene;
}

osg::NodePath createReflector() {
Geode* node = new Geode;
const float radius = 0.8f;
ref_ptr hints = new TessellationHints;
hints->setDetailRatio(2.0f);
ShapeDrawable* shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 
radius * 1.5f), hints.get());
shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
node->addDrawable(shape);

osg::NodePath nodeList;
nodeList.push_back(node);

return nodeList;
}

class UpdateCameraAndTexGenCallback : public osg::NodeCallback
{
public:

typedef std::vector< osg::ref_ptr >  CameraList;

UpdateCameraAndTexGenCallback(osg::NodePath& reflectorNodePath, 
CameraList& Cameras):
_reflectorNodePath(reflectorNodePath),
_Cameras(Cameras)
{
}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
// first update subgraph to make sure objects are all moved into 
position
traverse(node,nv);

// compute the position of the center of the reflector subgraph
osg::Matrixd worldToLocal = 
osg::computeWorldToLocal(_reflectorNodePath);
osg::BoundingSphere bs = _reflectorNodePath.back()->getBound();
osg::Vec3 position = bs.center();

typedef std::pair ImageData;
const ImageData id[] =
{
ImageData( osg::Vec3( 1,  0,  0), osg::Vec3( 0, -1,  0) ), // +X
ImageData( osg::Vec3(-1,  0,  0), osg::Vec3( 0, -1,  0) ), // -X
ImageData( osg::Vec3( 0,  1,  0), osg::Vec3( 0,  0,  1) ), // +Y
ImageData( osg::Vec3( 0, -1,  0), osg::Vec3( 0,  0, -1) ), // -Y
ImageData( osg::Vec3( 0,  0,  1), osg::Vec3( 0, -1,  0) ), // +Z
ImageData( osg::Vec3( 0,  0, -1), osg::Vec3( 0, -1,  0) )  // -Z
};

for(unsigned int i = 0; i < 6 && i < _Cameras.size(); ++i) {
osg::Matrix localOffset;

localOffset.makeLookAt(position,position+id[i].first,id[i].second);

osg::Matrix viewMatrix = worldToLocal*localOffset;

_Cameras[i]->setReferenceFrame(osg::Camera::ABSOLUTE_RF);

_Cameras[i]->setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,1.0);
_Cameras[i]->setViewMatrix(viewMatrix);
}
}

protected:

virtual ~UpdateCameraAndTexGenCallback() {}

osg::NodePath   _reflectorNodePath;
CameraList  _Cameras;
};

class TexMatCullCallback : public osg::NodeCallback
{
public:

TexMatCullCallback(osg::TexMat* texmat):
_texmat(texmat)
{
}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
// first update subgraph to make sure objects are all moved into 
position
traverse(node,nv);

osgUtil::CullVisitor* cv = dynamic_cast(nv);
if (cv)
{
osg::Quat q = 
osg::Matrix::inverse(*cv->getModelViewMatrix()).getRotate();


float yaw2 = asin(-2.0f*(q.x()*q.z() - 
q.w()*q.y()));

Re: [osg-users] Outlining a node (Beginner)

2017-12-18 Thread tom spencer
Hi,

You have a memory leak. You don't need to dynamically allocate for the Node*.

You find an existing node in the graph and put it under your outline, but you 
don't remove it from it's existing parent/s. did you intend to draw it more 
than once?

One of my favorite aspects of osg is the samples. Great resource for typical 
uses of 
objects.https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgoutline/osgoutline.cpp

Thank you!

Cheers,
tom

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[osg-users] Serialization and multiple inheritance

2017-12-18 Thread Hartwig Wiesmann
Hi,

I am writing a wrapper for my own object that uses multiple inheritance. What 
do I have to mention in the inheritance relation section of 
REGISTER_OBJECT_WRAPPER? 

Do I have to take special care in case the object uses virtual base classes?

Thank you!

Cheers,
Hartwig

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Re: [osg-users] Crash in ReaderWriterCURL::readFile when used with DatabasePager

2017-12-18 Thread Hartwig Wiesmann
Hi Robert,

I did some further investigations: I added in ReaderWriterCURL::readFile an 
atomic counter and stopped in the debugger whenever the atomic counter reaches 
2 (means 2 threads are running at the same time an instance of 
ReaderWriterCURL::readFile).

The debugger showed clearly that there are two threads running but 
OpenThreads::Thread::CurrentThread() always returned the same pointer to 
Thread. Therefore, getEasyCurl() does not work correctly.

PS: I do not know if OpenThreads is broken on macOS?! I compiled OpenThreads 
with


Code:
#define _OPENTHREADS_ATOMIC_USE_MUTEX 1




but this should actually not matter.

Cheers,
Hartwig

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Re: [osg-users] Crash in ReaderWriterCURL::readFile when used with DatabasePager

2017-12-18 Thread Hartwig Wiesmann
Hi Robert,

I am using 3.4.2. I already checked GIT but could not find any modification in 
ReaderWriterCurl that is relevant. 

Thank you!

Cheers,
Hartwig

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Re: [osg-users] [build] "INSTALL.vcxproj" -- FAILED

2017-12-18 Thread Eran Cohen
For anyone interested, the build failed because of the place that the Cmake 
install script looked for the .pdb files of the examples. Cmake looked for them 
in build/examples/example_name, but all the examples built them to build/bin.
I manually changed the build location for the .pdb file for all of the examples 
projects to the macro: 
Code:
$(ProjectDir)$(AssemblyName)d.pdb

  and it fixed the problem.

Cheers,
Eran[/quote]

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Re: [osg-users] [3rdparty] ImGui integration

2017-12-18 Thread Florian GOLESTIN
Hi Everyone,

I was thinking to integrate ImGUI with the non FPP version but I'm not sure how 
to do it.

Itself, ImGUI render the ui inside a vector of (vector of ) struct containing 
the triplet Vertex Position, UV coordinates and Color value. As it's and 
"immediate GU", It refresh and refill the buffers every frames.

Here, I see two solution:
 - Non-OSG'ish: render the UI still using the GL function (glGen...) and shader
 - OSG version using geometries (created and destructed each frame)

What would be the recommended solution to integrate such library?


Thank you!
Florian

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Re: [osg-users] [build] compile osg on Debian Jessie, after build there are inclue files missing

2017-12-18 Thread Bernd Hahnebach
Seams I found it myself. 

Only building does only building  :O the includes are not copied to the build 
directory. I need to use the include directory of the source and the lib ob the 
build if I would use osg but would not install it on the system ...

bernd

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Re: [osg-users] [build] compile osg on Debian Jessie, after build there are inclue files missing

2017-12-18 Thread Alberto Luaces
"Bernd Hahnebach" writes:

> Hi,
>  
> I have been trying to compile OSG on Debian Jessie
>
> here is what I did.
>
> Code:
> git clone https://github.com/openscenegraph/OpenSceneGraph -b 
> OpenSceneGraph-3.4   osg34
> mkdir build
> cd build 
> cmake -DCMAKE_BUILD_TYPE=Debug  ../osg34
>
>
>
>
>  I had no errors but in build/include there are nearly no includes. On
> my system in /usr/include (installed by packagemanager) I have lots of
> osg includes like osgDB, osgFX, osgGA, osgManipulator, osgText,
> osgUtil ...  but in my build/include they are all misssing !
>
> Has anyone an idea what did I miss? 

Nothing :-)

Those files are not generated, but copied straight from the source to
your installation location when performing the install.

-- 
Alberto

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Re: [osg-users] [build] compile osg on Debian Jessie, after build there are inclue files missing

2017-12-18 Thread Bernd Hahnebach
attached a screen of all the files in the build include. There is no real 
source code file to include ?!

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Attachments: 
http://forum.openscenegraph.org//files/osgdev_286.jpg


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[osg-users] [build] compile osg on Debian Jessie, after build there are inclue files missing

2017-12-18 Thread Bernd Hahnebach
Hi,
 
I have been trying to compile OSG on Debian Jessie

here is what I did.

Code:
git clone https://github.com/openscenegraph/OpenSceneGraph -b 
OpenSceneGraph-3.4   osg34
mkdir build
cd build 
cmake -DCMAKE_BUILD_TYPE=Debug  ../osg34




 I had no errors but in build/include there are nearly no includes. On my 
system in /usr/include (installed by packagemanager) I have lots of osg 
includes like osgDB, osgFX, osgGA, osgManipulator, osgText, osgUtil ...  but in 
my build/include they are all misssing !

Has anyone an idea what did I miss? 

Thank you!

Cheers,
Bernd

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Re: [osg-users] Resizing an FBO camera with OSG 3.2.0

2017-12-18 Thread Robert Osfield
HI James,

> Any hints on what else to try, to work-around this behaviour, or other
> examples of keeping a full-screen FBO camera in sync with 3.2.x, would be
> most appreciated.
>
>
> I guess no one here is using 3.2.x any more? Or people are busy, of course.

I've been away for the last 8 days, I guess others are busy too or
just don't have an answer for the problem you have as it's a very
specific usage case that most users will probably not have issues with
so won't have any specific experience to help.

I don't have any specific advice off the top of my head, the general
issues boils down to forcing recreation of FBO and Texture objects as
you can't resize existing FBO and Texture objects.  The other part is
resizing the viewport and projection & view matrices.

Perhaps you can get away with implementing the OSG-3.4/master version
of osg::Camera::resizeAttachmentt(..) locally in your app :

void Camera::resizeAttachments(int width, int height)
{
bool modified = false;
for(BufferAttachmentMap::iterator itr = _bufferAttachmentMap.begin();
itr != _bufferAttachmentMap.end();
++itr)
{
Attachment& attachment = itr->second;
if (attachment._texture.valid())
{
{
osg::Texture1D* texture =
dynamic_cast(attachment._texture.get());
if (texture && (texture->getTextureWidth()!=width))
{
modified = true;
texture->setTextureWidth(width);
texture->dirtyTextureObject();
}
}

{
osg::Texture2D* texture =
dynamic_cast(attachment._texture.get());
if (texture && ((texture->getTextureWidth()!=width) ||
(texture->getTextureHeight()!=height)))
{
modified = true;
texture->setTextureSize(width, height);
texture->dirtyTextureObject();
}
}

{
osg::Texture3D* texture =
dynamic_cast(attachment._texture.get());
if (texture && ((texture->getTextureWidth()!=width) ||
(texture->getTextureHeight()!=height)))
{
modified = true;
texture->setTextureSize(width, height,
texture->getTextureDepth());
texture->dirtyTextureObject();
}
}

{
osg::Texture2DArray* texture =
dynamic_cast(attachment._texture.get());
if (texture && ((texture->getTextureWidth()!=width) ||
(texture->getTextureHeight()!=height)))
{
modified = true;
texture->setTextureSize(width, height,
texture->getTextureDepth());
texture->dirtyTextureObject();
}
}
}

if (attachment._image.valid() &&
(attachment._image->s()!=width || attachment._image->s()!=height) )
{
modified = true;
osg::Image* image = attachment._image.get();
image->allocateImage(width, height, image->r(),
 image->getPixelFormat(), image->getDataType(),
 image->getPacking());
}
}

if (modified)
{
dirtyAttachmentMap();
}
}

Robert.
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Re: [osg-users] Resizing an FBO camera with OSG 3.2.0

2017-12-18 Thread James Turner


> On 8 Dec 2017, at 21:04, James Turner  wrote:
> 
> Any hints on what else to try, to work-around this behaviour, or other 
> examples of keeping a full-screen FBO camera in sync with 3.2.x, would be 
> most appreciated.


I guess no one here is using 3.2.x any more? Or people are busy, of course.

Unfortunately this is a release blocker for Flightgear continuing to ship on 
older distros, maybe it’s time we require OSG 3.4 but we lose a big chunk of 
Ubuntu users as a consequence.

Kind regards,
James

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[osg-users] Outlining a node (Beginner)

2017-12-18 Thread Lex Wilk
Hi,

I'm just starting out in OSG and have a basic robot arm model that I require an 
outline on a specific node. I have a nodeVisitor class which can find the node 
by name and I am stuck on outlining it.

Currently I am using this: 


Code:
findNodeVisitor findBNode("BodyRotator");
osg::Node* bodyNode = new osg::Node; 
g_pModel->accept(findBNode);
bodyNode = findBNode.getFirst();

osg::ref_ptr outline = new osgFX::Outline;
outline->setColor(osg::Vec4(1.0, 0.0, 0.0, 0.0));
outline->setWidth(100.0);
outline->addChild(bodyNode);
rootNode->addChild(outline);



But I only get a brief outline that flickers off after a second and only 
appears when rotating the robot arm. Does anyone have any pointers for getting 
this working?

Cheers,
Lex[/code]

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[osg-users] [build] "INSTALL.vcxproj" -- FAILED

2017-12-18 Thread Eran Cohen
Hi,

I succeeded in building the OpenScenegraph solution on VS2017 64-bit with the 
small 3rdParty dependencies, but when I try to build the INSTALL project, it 
fails with this message:


> 
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: The command "setlocal
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: "C:\Program Files\CMake\bin\cmake.exe" -DBUILD_TYPE=Debug -P 
> cmake_install.cmake
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: if %errorlevel% neq 0 goto :cmEnd
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: :cmEnd
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: :cmErrorLevel
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: exit /b %1
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: :cmDone
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: if %errorlevel% neq 0 goto :VCEnd
> 1>C:\Program Files (x86)\Microsoft Visual 
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(133,5):
>  error MSB3073: :VCEnd" exited with code 1.
> 1>Done building project "INSTALL.vcxproj" -- FAILED.
> 


I am using OpenSceneGraph 3.4.1 source files and CMake 3.9.6, but this has 
happened with CMake 3.10.1 as well.

Thank you!

Cheers,
Eran

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Re: [osg-users] Crash in ReaderWriterCURL::readFile when used with DatabasePager

2017-12-18 Thread Robert Osfield
HI Hartwing,

Which version of the OSG are you testing under?

Robert.

On 17 December 2017 at 23:46, Hartwig Wiesmann
 wrote:
> Hi,
>
> I am using PagedLOD together with a pseudo-loader to load files via the 
> network. To load the files the ReaderWriterCURL class is used.
>
> The database pager is set up with one general and one HTTP thread. This means 
> that the ReaderWriterCURL::readFile(ObjectType, const std::string&, const 
> osgDB::ReaderWriter::Options*) (and WriteFile) method is always called from 
> the same thread!
>
> In ReaderWriterCURL::readFile the class method getEasyCurl() is used to get a 
> reference to an EasyCurl object. And always the same EasyURL object is 
> returned because it is always the same thread that is calling getEasyCurl().
>
> The problem is (seems to be) that although the ReaderWriterCURL::readFile is 
> used by the same thread it can happen that different instances of 
> ReaderWriterCURL::readFile are running in parallel (verified by debug 
> output). But this means that these instances use the SAME EasyCURL object! 
> And this will lead to a crash.
>
> For testing purposes I replaced the call to getEasyCurl in 
> ReaderWriterCURL::readFile with osg::ref_ptr easyCurl and did the 
> corresponding replacements ("." replaced by "->") and everything went 
> smoothly.
>
> I do not know the purpose of getEasyCur() using a map of EasyCurl objects as 
> this method is only used in ReaderWriterCURL::readFile and writeFile. The 
> only thing that has to be prevented is that curl_easy_init() is called in 
> parallel. But this can also be achieved by returning an 
> osg::ref_ptr object in combination with a lock.
>
> Awaiting your comments!
>
> Cheers,
> Hartwig
>
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>
>
>
>
>
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